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Beta 1st Quest is done, and released!


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#1 Anthus

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Posted 29 January 2016 - 05:44 PM

I have fully finished up the first quest, in Koten, and Classic. It took a bit longer than initially thought cause Koten had to have some changes made to it. That being said, this version of Koten that is used has some fixes, listed below. You can export this graphics pack, if you want a slightly updated version of Koten. The changes I made include:

  • Removed extra pixels from left/ right doors which made them look off next to the walls.
  • Corrected the dungeon template on the left side of the screen. This is still technically off, but it is better than it was. I don't feel like applying the template to every screen by hand, since the "apply Template to all" just doesn't work for whatever reason. This should be fully corrected in the second quest, and I might, MIGHT make an update later if I feel motivated to the first quest. It's just not that big of a deal.
  • Made most of the water solid.
  • Added palettes for Link's blue, red, and gold ring. (custom)
  • Added sprite c-sets for Aquamentus, Digdogger, Gleeok, and Ganon. (copied from elsewhere in the set)
  • Added "Dry Lake" Water tiles.
  • Changed Lv2 Moblins from that weird orange, to a blue c-set.

So here is the download for the first quest. It is unpassworded, so look around. I don't expect this to be that big of a deal, but hopefully new-comers can learn from it, or just play TLoZ 1 with updated graphics. I will begin working on the second quest, which I don't anticipate taking quite as long, since the overworld is done, and the maps are pretty easy to import, and re-arrange for dungeons.


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#2 Shoshon the Elegant

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Posted 29 January 2016 - 06:13 PM

I did a quick play through level 1 and looked at the game in ZQuest.

 

Kind of intriguing to me as a new person that it was all done with 3 maps and a layer 0. Hmmm.


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#3 Anthus

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Posted 29 January 2016 - 06:54 PM

Yeah, the first Zelda was quite simple relative to what you see in ZC nowadays, which is more akin to the Gameboy, and SNES game(s) in terms of engine complexity. Another fun fact, leading to some of the.. odd design choices in that game was that they only had 128 different 'columns' of tiles to work with, and build screens. That's why a lot of dungeon rooms, and some overworld areas repeat. :)

 

EDIT: It was also pretty ingenious to make all the dungeons fit together perfectly to conserve cartridge space. If you use a ROM editor, you can see they also did the same in AlttP, and to a lesser, more abstract extent, OoT.



#4 Shoshon the Elegant

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Posted 02 February 2016 - 11:14 PM

Yeah, the first Zelda was quite simple relative to what you see in ZC nowadays, which is more akin to the Gameboy, and SNES game(s) in terms of engine complexity. Another fun fact, leading to some of the.. odd design choices in that game was that they only had 128 different 'columns' of tiles to work with, and build screens. That's why a lot of dungeon rooms, and some overworld areas repeat. :)

 

EDIT: It was also pretty ingenious to make all the dungeons fit together perfectly to conserve cartridge space. If you use a ROM editor, you can see they also did the same in AlttP, and to a lesser, more abstract extent, OoT.

 

It's quite impressive really. Considering the NES title is still my third favorite Zelda game. It may have been visually similar throughout here and there but it was still a lot of fun in my opinion.

 

I noticed that when I was looking at the QST file. That really makes things a lot simpler. xD Kind of made me want to do that with a quest of my own.



#5 KingPridenia

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Posted 02 February 2016 - 11:34 PM

I think when I get a chance, I'll give this a look through. I'm assuming everything is die-hard Zelda 1 authentic, 3 heart continues, stiff grid like movement, pitiful thrusting of the sword and all? Great job translating the 1st quest into my favorite tileset.


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#6 Anthus

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Posted 04 February 2016 - 06:52 PM

Thanks. You should check out this thread, cause I address that very thing. Basically, I was planning on most likely leaving all the rules as NES authentic as can be, on the NES version, but the Koten version would have improvements. These include still stabbing, since slashing fundamentally changes the fighting mechanics, but you can carry more rupees, move in 8 directions, most NES fix rules would be on, faster scrolling, faster messages, etc) I didn't really think about if anyone wanted to play the original rule style in Koten :P makes sense though.

 

EDIT: Alright, the first quest is now fully NES authentic. I even removed the grid minimap and replaced it with the old grey block. They only real thing left to do before Quest one is completely done is change the items to not animate in Classic. I'm might just let it be though, since they don't really hurt anything. The second quest is also done being drawn, but now I have to play through it a minimum of twice. Tbh, I don't really like the second quests' dungeons. At least I am using cheats debug mode.

 

One other thing was, I really wanted to use authentic NES sound. ZoriaRPG helped me out and sent me a huge library of .wavs from the game, that loop correctly, however, they are too big to include, IMO. The overworld is 11MB, and the Dungeon theme was around 7MB, I think. Does anyone out there have a lightweight version of those tunes that aren't ear-murdering MIDI? Those 4 channels needn't be that huge considering the songs all fit on a 1Mbit (128 kilobyte) cartridge :P




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